While I'm at it here are my fast play Napoleonic rules I'm using to play out waterloo using 6mm adler figs. Again they use the great HORDES AND HEROES rules as their basis with a few "period specific" adaptations and stats for the various troops. keeping things VERY simple and quick flowing with as little record keeping as possible

A HARD POUNDING GENTLEMEN!

FAST PLAY NAPOLEONIC RULES FOR REFIGHTING LARGE BATTLES IN THE HUNDRED DAYS CAMPAIGN 1815. USING KALLISTRA’S HORDES AND HEROES RULESET WITH ADAPTATIONS AND ADDITIONS FOR PERIOD SPECIFIC NAPOLEONIC GAMING.

WITH OVER 300 UNITS INVOLVED IN REFIGHTING THE BATTLE OF WATERLOO A FAST AND SIMPLE RULESET WAS NEEDED TO ENABLE MASSIVE BATTLES TO BE FOUGHT THAT DID NOT TAKE A WEEK. COMPLICATED FORMATION /RANGE/COMBAT STATS AND A MINDBOGGLING ARRAY OF UNITS CAN MAKE NAPOLEONIC GAMING A TEDIOUS CHALLENGE OF CONSULTING CHART AFTER CHART AND PAGE AFTER PAGE OF RECORD KEEPING! “ A HARD POUNDING” HAS ATTEMPTED TO STREAMLINE THESE ASPECTS OF THE RULES BUT KEEP THE FLAVOUR OF THE PERIOD, ALLOWING A FAST ACTION PACKED BATTLE TO FLOW SMOOTHLY WITH MINIMUM RECORD KEEPING. THE MAIN BODY OF THE RULES AND MECHANICS ARE SIMPLY THE HORDES AND HEROS RULES WITH SIMPLE ADDITIONS AND NEW UNIT STATS REPRESENTING BATTALIONS, CAVALRY REGIMENTS AND ARTILLERY BATTERIES OF THE PERIOD.

BASING TROOPSALL THE UNITS ARE BASED ON 20MM X 40MM BASES. INFANTRY BATTALIONS AND CAVALRY REGIMENTS EACH HAVE 4 BASES PER UNIT. ARTILLERY BATTERIES ARE BASED ON 2 30MM X 60MM BASES. ONE REPRESENTING THE DEPLOYED BATTERY OF 6 OR 8 GUNS AND A SECOND BASE REPRESENTING THE LIMBER , IN THE CASE OF HORSE BATTERIES OR THE AMMUNITION CASSION IN THE CASE OF FOOT BATTERIES.

UNIT TYPE

UNITS CAN BE CLASSED INTO 5 TYPES:INFANTRY – ANY INFANTRY BATTALION INCLUDING LIGHT INFANTRY. ALL INFANTRY FOUGHT IN A SIMILAR WAY AT BATTALION LEVEL. (SKIRMISHERS ARE NOT REPRESENTED AS EACH NATIONS SKIRMISHERS GENERALLY CANCELLED OUT THE OTHERS AND THE TROOPS JOINED THERE PARENT BATTALION WHEN THE REAL ACTION STARTED.

A CLASS – ELITE UNITS SUCH AS GUARD FORMATIONS. THE CREAM OF THE ARMYB CLASS – GOOD WELL TRAINED TROOPSC CLASS – AVERAGE TROOPSD CLASS – POOR QUALITY MILITA TYPES WHO WOULD RATHER BE SOMEWHERE ELSE!

EACH OF THE UNITS CAN BE FURTHER SUB DIVIDED INTO NATIONALITY

BRITISH/ KGL – UNITS FROM BRITAIN AND THE KINGS GERMAN LEGIONANGLO-ALLIED – ALL THE OTHER ALLIED NATIONALITIES SUCH AS DUTCH/BELGIAN, NASSAU, BRUNSWICK & HANOVARIANPRUSSIAN – ALL THE UNITS IN BLUCHERS ARMYFRENCH – NAPOLEONS UNITS

THE 7 POSSIBLE TYPES OF UNIT TYPES (INCLUDING HEAVY AND LIGHT FOOT AND HORSE ARTILLERY) ALONG WITH THE CLASS AND THE NATIONALITY GIVE 112 POSSIBLE DIFFERENT UNITS! (AND THAT’S SIMPLYFING THINGS!!!!)

UNIT FORMATIONS – ALL THE UNIT TYPES HIGHLIGTED MAY ADOPT DIFFERENT FORMATIONS ON THE BATTLEFIELD AS FOLLOWS:

ARTILLERY UNITS MAY BE IN TWO TYPES OF FORMATION.DEPLOYED – BATTERY IS UNLIMBERED READY TO FIRE.LIMBERED – BATTERY IS LIMBERED (MAY NOT FIRE WHEN IN LIMBERED FORMATION.(PLACE LIMBER/AMMO CASSION BASE IN CONTACT WITH BATTERY BASE)

OFFICERS – BASED ON ROUND BASES, 15MM, 20MM, 25MM & 30MM IN SIZEBRIGADE - OFFICERS ARE REPRESENTED BY A SINGLE MOUNTED FIGURE. WHEN ATTATCHED TO A UNIT THEY ADD ANOTHER DICE TO COMBAT ROLL.DIVISIONAL - OFFICERS ARE REPRESENTED BY TWO MOUNTED FIGURES. WHEN ATTATCHED TO A UNIT THEY ADD ANOTHER DICE TO COMBAT ROLL +1CORPS - OFFICERS ARE REPRESENTED BY THREE MOUNTED FIGURES. WHEN ATTATCHED TO A UNIT THEY ADD ANOTHER DICE TO COMBAT ROLL +2ARMY - OFFICERS ARE REPRESENTED BY FOUR MOUNTED FIGURES. WHEN ATTATCHED TO A UNIT THEY ADD ANOTHER DICE TO COMBAT ROLL +3

MOVEMENT

UNITS ALL HAVE A MOVEMENT ALLOWANCE:INFANTRY LINE MOVE 1 HEX (+1 IF IN COLUMN) UNIT CAN’T MOVE IF IN SQUARELIGHT CAVALRY LINE MOVE 4 HEXES (+1 IF IN COLUMN)HEAVY CAVALRY LINE MOVE 3 HEXES (+1 IF IN COLUMN)ARTILLERY BATTERY UNLIMBERED MOVE 1 HEX , LIMBERED MOVE 4 HEXES FOR HORSE & 3 HEXES FOR FOOT. (IT TAKES ONE MOVEMENT POINT TO LIMBER OR UNLIMBER)

TERRAIN

EFFECTS ON MOVEMENTHEXES CONTAINING HILLS, STREAMS , WOODS AND BUILDINGS ARE ALL DESIGNATED AS ROUGH GOING AND HAVE EFFECTS ON A UNITS MOVEMENTMOVEMENT IS HALVED WHEN MOVING ON A HEX DESIGNATED AS ROUGH GOING.(ARTILLERY MAY NOT ENTER WOODS, ALL UNITS MAY ONLY CROSS A RIVER BY A BRIDGE OR DESIGNATED FORD) BUILDING COMPLEXES SUCH AS FARMS AND VILLAGES WILL HAVE A MAXIMUM NUMBER OF UNITS THAT ARE ALLOWED TO OCCUPY THEM.(SEE SCENARIO DETAILS)

RANGES BELOW ARE THE DIFFERENT RANGES FOR THE WEAPONS OF THE DAY:

MUSKET – 2 HEXES - CARRIED BY THE VAST MAJORITY OF THE TROOPS, INACURATE AT ANY LONG RANGE IT WAS THE MASS EFFECT FROM VOLLEY FIRE THAT CAUSED SUCH CARNAGE.RIFLES – 3 HEXES – SHARPSHOOTERS AND DESIGNATED RIFLE UNITS CARRIED THESE SUPERIOR WEAPONS. WITH GREATER ACCURACY AND A LONGER RANGE THESE COULD BE DEADLY AND AN OFFICERS NIGHTMARE! THEY DID TAKE LONGER TO LOAD HOWEVER.LIGHT ARTILLERY - 4,6,& 8 lb GUNS – SHORT RANGE OF 1-2 HEXES / LONG RANGE OF 3-8 HEXESHEAVY ARTILLERY – 9 & 12 lb GUNS – SHORT RANGE OF 1-2 HEXES / LONG RANGE OF 3-12 HEXES (DENOTED BY EXTRA CREW ON THE DEPLOYED BATTERY BASE) NAPOLEONS DAUGHTERS A DEVESTATING WEAPON AT CLOSE RANGE!ROCKETS – 1-8 HEXES – NOTORIOUSLY INACCURATE THE DRIFT TEMPLATE IS USED TO SEE WHERE THE ORDINANCE LANDS!

FIRING MODIFIERS+2 IF FIRING AT A SQUARE FORMATION+1 IF FIRING AT A COLUMN FORMATION-1 IF FIRING AT TROOPS IN COVER (BEHIND HEDGES,WALLS OR IN BUILDING COMPLEXES)

Very happy with the way the game runs, a few minor tweaks to be made such as artillery range, but it's pretty much there. Going to play out the big one this month, WATERLOO so that will be a good test. Will post pics up of the battle report